Search found 15 matches

by shuzen
Fri Apr 17, 2026 9:17 pm
Forum: General discussion
Topic: What is the percentage of players that have installed at least one mod?
Replies: 13
Views: 1291

Re: What is the percentage of players that have installed at least one mod?

I just searched the FFFs for the keyword 'mods', and found a few numbers in FFF 372 and 391 -> https://www.factorio.com/blog/post/fff-372 and https://factorio.com/blog/post/fff-391


In 2022, there were:
638,886 players who downloaded 41,244,805* mods.


and


In 2023 we had:
676 651 ...
by shuzen
Fri Apr 17, 2026 8:24 pm
Forum: General discussion
Topic: What is the percentage of players that have installed at least one mod?
Replies: 13
Views: 1291

Re: What is the percentage of players that have installed at least one mod?

The thing is, I would have guessed about 20 to 30 percent of players use mods, so I'd land on the other end of ChatGPT.

Why 20 to 30 percent?

Because I believe, if you'd ask in this forum or in r/factorio how many people modded their game at some time you'd end up with 80 to 90 percent of people ...
by shuzen
Fri Apr 17, 2026 2:00 pm
Forum: General discussion
Topic: What is the percentage of players that have installed at least one mod?
Replies: 13
Views: 1291

Re: What is the percentage of players that have installed at least one mod?

Tertius, thanks for asking Copilot, but yeah, I'm not so sure on what its estimation is based. Without a clear reasoning behind it this just feels like guess work.

And good thinking, I also checked the numbers for the Alien Biomes mod (you can see the download numbers for the individual versions on ...
by shuzen
Fri Apr 17, 2026 8:22 am
Forum: General discussion
Topic: What is the percentage of players that have installed at least one mod?
Replies: 13
Views: 1291

What is the percentage of players that have installed at least one mod?

Hi,

I'm just curious about this, because this came up in a discussion about the percentage of steam achievements, where someone noted that apparently only 1.9% of players have 'won' SpaceAge by reaching the solar system edge, and another replied that probably many players use mods and disable ...
by shuzen
Thu Jan 14, 2021 10:30 am
Forum: Resolved Problems and Bugs
Topic: [1.1.9] Crash loading savegame, Error CircuitConnector.cpp:655: neighbour != nullptr was not true
Replies: 13
Views: 11765

Re: [1.1.9] Error CircuitConnector.cpp:655: neighbour != nullptr was not true

Yup, happens here, too. OpenSuse Tumbleweed (openSUSE 20210111), starting a new game or loading an existing one crashes the game.
by shuzen
Fri Mar 13, 2020 6:46 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3938
Views: 2303135

Re: Bugs & FAQ


Somewhere in my mind I knew it needed Bob's yet I absolutely wanted to know if there was a way to do without.


Oh, of course. I think your idea about the mods is correct, they probably should work standalone. My answer was totally disregarding the option of Angels-only because I always ...
by shuzen
Thu Mar 12, 2020 10:49 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3938
Views: 2303135

Re: Bugs & FAQ


Second, I can't research Advanced Steel Smelting 2. It says that prerequisites (Advanced Steel Smelting 1) aren't met while they are. If I use a console command to force unlock it, the same thing happens to Advanced Steel Smelting 3. I do have Coolant 1 unlocked but can't research Steel 3 ...
by shuzen
Wed Mar 11, 2020 9:09 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3808
Views: 2449921

Re: Development and Discussion

Santa, would it be possible to add a mod setting for BioProcessing that enables/disables the changes it makes in regards to modules? I like the arboretums, and I might want to look into other Bio chains (like plastic) later, but the Bio chains for crystals (modules) are pretty involved. It would be ...
by shuzen
Fri Feb 28, 2020 6:50 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3808
Views: 2449921

Re: Development and Discussion

evandy wrote: Fri Feb 28, 2020 5:40 pm [..]I would consider swapping around to follow the standard:

(Gray) β€”> yellow β€”> red β€”> blue β€”> purple β€”> green.

It seems really jarring to have yellow at the highest tier.
+1

(And back to lurking.)
by shuzen
Thu Feb 13, 2020 4:34 pm
Forum: PyMods
Topic: Quick question
Replies: 5
Views: 3399

Re: Quick question


i 'think' this code would actually work for you as 'handcrafting' and 'crafting' or nil is not the same
in this case you would need to force yourself to not use this receipt any more as soon as you have circ1 automation possible

nevertheless.. this is pure challange if you remove handcrafting ...
by shuzen
Thu Feb 13, 2020 12:16 pm
Forum: PyMods
Topic: Quick question
Replies: 5
Views: 3399

Re: Quick question

kingarthur wrote: Thu Feb 13, 2020 10:55 am you have to handcraft circuits till you get the tech to make the machine that can automate them.
I just looked into it with FNEI, and it seems I'd need a "Chipshooter machine MK1", and then several other machines for different ingredients. Ok, handcrafting it is, then.

Thanks!
by shuzen
Thu Feb 13, 2020 10:11 am
Forum: PyMods
Topic: Quick question
Replies: 5
Views: 3399

Quick question

Hi, after several AngelBob-bases I intend to start my first Py playthrough with all mods except AlienLife. I usually play Factorio with a small selfmade mod that disables handcrafting and just adds an assembler and the necessary items for the first energy source to the player at start (I just like ...
by shuzen
Wed Jan 29, 2020 8:09 am
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 96586

Re: [0.18.x] Bob's Mods: General Discussion

Bob, just wanted to thank you for the mods and your continued support! Had lots of fun with them already, your work really brings Factorio to another level!
by shuzen
Wed Jan 29, 2020 8:04 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3808
Views: 2449921

Re: Development and Discussion

That's awesome news! Thanks a lot to Angel and all you other guys for creating and updating the mods!
by shuzen
Sun Oct 20, 2019 10:27 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 645322

Re: [MOD 0.17] Industrial Revolution


Got some license issues. Your mod is released with CC BY-NC-ND 4.0 license. Hopw can youtube makers do their letsplays with mod? Your license forbids to monetize their videos. I know 2 great russian youtubers that making cool interesting Factoprio vids, but they said taht your license forbids hem ...

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